145 research outputs found

    Efficient Algorithms for Immersive Audio Rendering Enhancement

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    Il rendering audio immersivo è il processo di creazione di un’esperienza sonora coinvolgente e realistica nello spazio 3D. Nei sistemi audio immersivi, le funzioni di trasferimento relative alla testa (head-related transfer functions, HRTFs) vengono utilizzate per la sintesi binaurale in cuffia poiché esprimono il modo in cui gli esseri umani localizzano una sorgente sonora. Possono essere introdotti algoritmi di interpolazione delle HRTF per ridurre il numero di punti di misura e per creare un movimento del suono affidabile. La riproduzione binaurale può essere eseguita anche dagli altoparlanti. Tuttavia, il coinvolgimento di due o più gli altoparlanti causa il problema del crosstalk. In questo caso, algoritmi di cancellazione del crosstalk (CTC) sono necessari per eliminare i segnali di interferenza indesiderati. In questa tesi, partendo da un'analisi comparativa di metodi di misura delle HRTF, viene proposto un sistema di rendering binaurale basato sull'interpolazione delle HRTF per applicazioni in tempo reale. Il metodo proposto mostra buone prestazioni rispetto a una tecnica di riferimento. L'algoritmo di interpolazione è anche applicato al rendering audio immersivo tramite altoparlanti, aggiungendo un algoritmo di cancellazione del crosstalk fisso, che considera l'ascoltatore in una posizione fissa. Inoltre, un sistema di cancellazione crosstalk adattivo, che include il tracciamento della testa dell'ascoltatore, è analizzato e implementato in tempo reale. Il CTC adattivo implementa una struttura in sottobande e risultati sperimentali dimostrano che un maggiore numero di bande migliora le prestazioni in termini di errore totale e tasso di convergenza. Il sistema di riproduzione e le caratteristiche dell'ambiente di ascolto possono influenzare le prestazioni a causa della loro risposta in frequenza non ideale. L'equalizzazione viene utilizzata per livellare le varie parti dello spettro di frequenze che compongono un segnale audio al fine di ottenere le caratteristiche sonore desiderate. L'equalizzazione può essere manuale, come nel caso dell'equalizzazione grafica, dove il guadagno di ogni banda di frequenza può essere modificato dall'utente, o automatica, la curva di equalizzazione è calcolata automaticamente dopo la misurazione della risposta impulsiva della stanza. L'equalizzazione della risposta ambientale può essere applicata anche ai sistemi multicanale, che utilizzano due o più altoparlanti e la zona di equalizzazione può essere ampliata misurando le risposte impulsive in diversi punti della zona di ascolto. In questa tesi, GEQ efficienti e un sistema adattativo di equalizzazione d'ambiente. In particolare, sono proposti e approfonditi tre equalizzatori grafici a basso costo computazionale e a fase lineare e quasi lineare. Gli esperimenti confermano l'efficacia degli equalizzatori proposti in termini di accuratezza, complessità computazionale e latenza. Successivamente, una struttura adattativa in sottobande è introdotta per lo sviluppo di un sistema di equalizzazione d'ambiente multicanale. I risultati sperimentali verificano l'efficienza dell'approccio in sottobande rispetto al caso a banda singola. Infine, viene presentata una rete crossover a fase lineare per sistemi multicanale, mostrando ottimi risultati in termini di risposta in ampiezza, bande di transizione, risposta polare e risposta in fase. I sistemi di controllo attivo del rumore (ANC) possono essere progettati per ridurre gli effetti dell'inquinamento acustico e possono essere utilizzati contemporaneamente a un sistema audio immersivo. L'ANC funziona creando un'onda sonora in opposizione di fase rispetto all'onda sonora in arrivo. Il livello sonoro complessivo viene così ridotto grazie all'interferenza distruttiva. Infine, questa tesi presenta un sistema ANC utilizzato per la riduzione del rumore. L’approccio proposto implementa una stima online del percorso secondario e si basa su filtri adattativi in sottobande applicati alla stima del percorso primario che mirano a migliorare le prestazioni dell’intero sistema. La struttura proposta garantisce un tasso di convergenza migliore rispetto all'algoritmo di riferimento.Immersive audio rendering is the process of creating an engaging and realistic sound experience in 3D space. In immersive audio systems, the head-related transfer functions (HRTFs) are used for binaural synthesis over headphones since they express how humans localize a sound source. HRTF interpolation algorithms can be introduced for reducing the number of measurement points and creating a reliable sound movement. Binaural reproduction can be also performed by loudspeakers. However, the involvement of two or more loudspeakers causes the problem of crosstalk. In this case, crosstalk cancellation (CTC) algorithms are needed to delete unwanted interference signals. In this thesis, starting from a comparative analysis of HRTF measurement techniques, a binaural rendering system based on HRTF interpolation is proposed and evaluated for real-time applications. The proposed method shows good performance in comparison with a reference technique. The interpolation algorithm is also applied for immersive audio rendering over loudspeakers, by adding a fixed crosstalk cancellation algorithm, which assumes that the listener is in a fixed position. In addition, an adaptive crosstalk cancellation system, which includes the tracking of the listener's head, is analyzed and a real-time implementation is presented. The adaptive CTC implements a subband structure and experimental results prove that a higher number of bands improves the performance in terms of total error and convergence rate. The reproduction system and the characteristics of the listening room may affect the performance due to their non-ideal frequency response. Audio equalization is used to adjust the balance of different audio frequencies in order to achieve desired sound characteristics. The equalization can be manual, such as in the case of graphic equalization, where the gain of each frequency band can be modified by the user, or automatic, where the equalization curve is automatically calculated after the room impulse response measurement. The room response equalization can be also applied to multichannel systems, which employ two or more loudspeakers, and the equalization zone can be enlarged by measuring the impulse responses in different points of the listening zone. In this thesis, efficient graphic equalizers (GEQs), and an adaptive room response equalization system are presented. In particular, three low-complexity linear- and quasi-linear-phase graphic equalizers are proposed and deeply examined. Experiments confirm the effectiveness of the proposed GEQs in terms of accuracy, computational complexity, and latency. Successively, a subband adaptive structure is introduced for the development of a multichannel and multiple positions room response equalizer. Experimental results verify the effectiveness of the subband approach in comparison with the single-band case. Finally, a linear-phase crossover network is presented for multichannel systems, showing great results in terms of magnitude flatness, cutoff rates, polar diagram, and phase response. Active noise control (ANC) systems can be designed to reduce the effects of noise pollution and can be used simultaneously with an immersive audio system. The ANC works by creating a sound wave that has an opposite phase with respect to the sound wave of the unwanted noise. The additional sound wave creates destructive interference, which reduces the overall sound level. Finally, this thesis presents an ANC system used for noise reduction. The proposed approach implements an online secondary path estimation and is based on cross-update adaptive filters applied to the primary path estimation that aim at improving the performance of the whole system. The proposed structure allows for a better convergence rate in comparison with a reference algorithm

    Array signal processing algorithms for localization and equalization in complex acoustic channels

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    The reproduction of realistic soundscapes in consumer electronic applications has been a driving force behind the development of spatial audio signal processing techniques. In order to accurately reproduce or decompose a particular spatial sound field, being able to exploit or estimate the effects of the acoustic environment becomes essential. This requires both an understanding of the source of the complexity in the acoustic channel (the acoustic path between a source and a receiver) and the ability to characterize its spatial attributes. In this thesis, we explore how to exploit or overcome the effects of the acoustic channel for sound source localization and sound field reproduction. The behaviour of a typical acoustic channel can be visualized as a transformation of its free field behaviour, due to scattering and reflections off the measurement apparatus and the surfaces in a room. These spatial effects can be modelled using the solutions to the acoustic wave equation, yet the physical nature of these scatterers typically results in complex behaviour with frequency. The first half of this thesis explores how to exploit this diversity in the frequency-domain for sound source localization, a concept that has not been considered previously. We first extract down-converted subband signals from the broadband audio signal, and collate these signals, such that the spatial diversity is retained. A signal model is then developed to exploit the channel's spatial information using a signal subspace approach. We show that this concept can be applied to multi-sensor arrays on complex-shaped rigid bodies as well as the special case of binaural localization. In both c! ases, an improvement in the closely spaced source resolution is demonstrated over traditional techniques, through simulations and experiments using a KEMAR manikin. The binaural analysis further indicates that the human localization performance in certain spatial regions is limited by the lack of spatial diversity, as suggested in perceptual experiments in the literature. Finally, the possibility of exploiting known inter-subband correlated sources (e.g., speech) for localization in under-determined systems is demonstrated. The second half of this thesis considers reverberation control, where reverberation is modelled as a superposition of sound fields created by a number of spatially distributed sources. We consider the mode/wave-domain description of the sound field, and propose modelling the reverberant modes as linear transformations of the desired sound field modes. This is a novel concept, as we consider each mode transformation to be independent of other modes. This model is then extended to sound field control, and used to derive the compensation signals required at the loudspeakers to equalize the reverberation. We show that estimating the reverberant channel and controlling the sound field now becomes a single adaptive filtering problem in the mode-domain, where the modes can be adapted independently. The performance of the proposed method is compared with existing adaptive and non-adaptive sound field control techniques through simulations. Finally, it is shown that an order of magnitude reduction in the computational complexity can be achieved, while maintaining comparable performance to existing adaptive control techniques

    Broadband DOA Estimation Using Sensor Arrays on Complex-Shaped Rigid Bodies

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    Studies on noise robust automatic speech recognition

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    Noise in everyday acoustic environments such as cars, traffic environments, and cafeterias remains one of the main challenges in automatic speech recognition (ASR). As a research theme, it has received wide attention in conferences and scientific journals focused on speech technology. This article collection reviews both the classic and novel approaches suggested for noise robust ASR. The articles are literature reviews written for the spring 2009 seminar course on noise robust automatic speech recognition (course code T-61.6060) held at TKK

    Binaural Cue Coding - Part I: Psychoacoustic Fundamentals and Design Principles

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    OBJECTIVE AND SUBJECTIVE EVALUATION OF DEREVERBERATION ALGORITHMS

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    Reverberation significantly impacts the quality and intelligibility of speech. Several dereverberation algorithms have been proposed in the literature to combat this problem. A majority of these algorithms utilize a single channel and are developed for monaural applications, and as such do not preserve the cues necessary for sound localization. This thesis describes a blind two-channel dereverberation technique that improves the quality of speech corrupted by reverberation while preserving cues that affect localization. The method is based by combining a short term (2ms) and long term (20ms) weighting function of the linear prediction (LP) residual of the input signal. The developed and other dereverberation algorithms are evaluated objectively and subjectively in terms of sound quality and localization accuracy. The binaural adaptation provides a significant increase in sound quality while removing the loss in localization ability found in the bilateral implementation
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